Quote:Originally posted by BlueAvian Just wondering... is these some way to draw directly to the screen with OpenGL, or some other way?

I'm almost positive that drawing directly to the screen is a really bad idea. What you need to do is create a window with a AGLcontext on it and make it fullscreen(via BeginFullScreen in Quicktime, or glut). There is some good sample code on Apple's samplecode page to do this.

You shouldn't draw directly to the screen, because there's no way you can always "beat" the window server.

You need to either make a proper fullscreen OpenGL context (using CGCaptureAllDisplays and aglSetFullScreen, -[NSOpenGLContext setFullScreen] or CGLSetFullScreen),

or you need to make a window which composites with the other windows on the desktop. It should be possible to make this window always on top and not accept clicks. This is easier in Cocoa than in Carbon, though should be possible in both. It requires 10.2.

You can draw directly to the screen using BlitPixie from SpriteWorld. It is useful under Mac OS X on older computers that do not support Quartz Extreme. It will more than double your game's framerate (roughly), but at the cost of you having to make sure things get drawn correctly. For instance, if you run a game in windowed mode, just because you move the window doesn't mean the drawing moves too. Or if your game goes into the background, it will still draw on top of everything else! So I'd only recommend it if your game is in fullscreen mode and want to support older systems on Mac OS X.